Another mod that has been in development for some time that will be released soon, they're currently in the beta stage.

Mod info:

Thrawn's Revenge is a large-scale mod for Empire at War: Forces of Corruption. It focuses on the Galactic Civil War after Palpatine's death at Endor, up until the signing of the Pellaeon-Gavrisom Treaty.

The website has been redone by Nezill. This has helped clean up the look of it, and has cleared up some compatibility errors with some browsers (ie Chrome), so thanks for that Nezill. If you still get the old one, clear out your cookies. In general mod news, we've been fixing more bugs every day, and one of the two EotH vehicles that needed finishing has been finished. Expect screenshots of that soon. Hopefully we'll be able to get out at least one screenshot per day from now on until the release of the mod, barring unexpected circumstances that prevent us from doing so. Or laziness.The final list of heroes available in skirmish has also been decided, so here they are:

He revived it towards the beginning of this month, they're only going to complete the Imperial Civil War mod (not the Fall of the Republic). However, they are cutting some of the content in order to get it finished by the end of summer, but good news is Empire of the Hand will now be playable faction once again.

Leader of the "Demise of the Empire," a mod for Empire at War: Forces of Corruption

This is most likely the last full update we will do for the mod before release except for one with a full unit list, so be ready for a lot of text. This is hopefully going to give everyone a better idea of what's in the mod, what's not, and how everything works.

Before anything else, I want to restate the release date. It was in a previous update, but I keep getting asked what it is, so I'll say it again: August 26th, 2010 (it's a Thursday, as promised).

Era-Based "Tech Levels"

The most significant of the gameplay changes that Thrawn's Revenge offers is the new tech level system. It's been explained before, but apparently we were not clear enough since a number of people have expressed confusion over the change. Instead of the traditional tech level system in EaW, you now progress through the various eras between the Battle of Endor and the Yuuzhan Vong War. In the Empire at War system you have ships like Carracks and Lancers available at tech level one, and then as you work your way up through the tech levels you gain access to units like Star Destroyers, Executors, and Sovereigns. Now, you have access to the kinds of ships that the faction would have developed and used at the time. For example Ysanne Isard, the first leader of the Empire ("Tech" 1), is able to build Executors, however when you go to "Tech" 2 with Thrawn as the leader, you can no longer build them, but instead you have access to lighter but arguably more versatile units like Star Galleons and Vindicators. Of course, you do not lose the ships you created during the previous era, but you are no longer able to build new ones. This system does not apply in skirmish, where the same system as EaW is used.

A commonly misunderstood element of this era system is the way it affects the other factions. With the new time frames instead of actual tech levels, every faction is tied to the Empire's current leader. When Isard dies and the Empire goes to "tech" 2, so does the New Republic. As a result of this, it becomes advantageous for the New Republic to target the Imperial leader as the New Republic strengthens through the eras far more than the Imperial Remnant.

Empire of the Hand

Before the mods temporary death we were planning to post an Empire of the Hand-centric update, so now that we are back here it is. While we have announced before that the EotH was not to be a playable faction, that has changed and we can safely guarantee that they are going to be a fully playable faction. This also means we never had their full unit list available to the public, but it, along with the other unit lists, will be available in the next update.

Maps

Land Maps:Originally we were going to have a unique land map for each planet, however due to time constraints this is no longer an option. So instead we've taken the good maps and distributed them among all the planets. There are currently 64 new land maps and around 103 planets, so the remaining planets have either been given a map from Empire at War, or the map of a different but suitable planet.

Galactic Conquest Scenarios:There are currently 7 Galactic Conquest Scenarios in the mod. Each Imperial leader has one scenario focused around their own era of leadership, during which you do not progress through the following leaders, and the Art of War GC, which uses all 103 planets and uses the full Era progression system. The 7th is a smaller version of Art of War, with significantly fewer planets for people with older computers. Before release we may add some other scenarios, but that is a very low priority.

General News

A few weeks ago in the Zombie update, we listed most of the cut units. Fortunately, we have been able to finish a lot more of those units. As you can see from the above screens, the Republic Star Destroyer has been finished. The Farseer has been nice enough to give us his Corran model as well (from his mod Rise of the Mandalorians, so everyone who reads this can go download his mod and use that one in advance). A full unit list for every faction will be put up in the next update.

We've also picked the last batch of beta testers. These are Clone13538, vadereclipse, Popemaster, sheepmonster, sarcronis and Admiral Gabriel. This doesn't mean you should stop applying if you want a testing position. Unexpected things happen, so it's always good to have a few extra. They, along with the testers we already had (Slornie, Dane Kiet, Ca3ba, and Scarecrow) and the development team (Corey, Enceladus, Dr. Nick and Kalo) will be testing the now more or less completed mod over the next month so that we can have it as polished as possible by the expected release date of Thursday, August 26th. I (Corey) can't speak for the rest of the team, but post-release there will be 8 days during which I will be available to make and release patches for any bugs that we miss, after which I will be unavailable for any kind of mod-related work, until 2 weeks in December during which I may be able to address more, although I will be available at the forums and by email for other kinds of tech support.

Thanks for your support,-The Thrawn's Revenge Team

Leader of the "Demise of the Empire," a mod for Empire at War: Forces of Corruption

This update has every unit list for every faction, as well as some other information. It's meant to be a reference guide while playing the mod as well as a way to know what's going to be in it beforehand.

And that's everything. If you have any suggestions for units or heroes we've missed, please make them and they may be patched in later. There is also a new Galactic Conquest that has been made where you play as either Warlord Zsinj for the Imperial Remnant, or the New Republic, which has units from the New Republic, as well as the Hapes Consortium and the Imperial Remnant force that assisted Han Solo, including Teren Rogriss.

August 21, 2010:

Leading to Release Part Three: Planet Lists

I said this would just be in the ReadMe, but I'll just post them now. There may be more smaller GCs included in future patches, but we wanted to focus on getting the important ones done for release. There'll be a full update soon with the release process.

Zsinj - The Hunt for Zsinj: 28This is a special GC, in that the Remnant uses Warlord Zsinj and a bunch of his units, and the New Republic is a combination of NR, Hapan and IR units and heroes, some of which are specific to this GC. The Imperial Remnant's green is Zsinj, and the NR's orange is the grouped faction.Kashyyyk,Graveyard,Telos,Dathomir,Garos IV,Chandrila,Kuat,Coruscant,Borleais,Hapes,Charubah,Terephon,Bonadan,Etti IV,Commenor,Bimmisaari,Nespis VIII,Selaggis,Ession, Levian Two, Talasea, Noquivzor, New Cov,Balmorra, Corulag,Obroa Skai,Poderis,Carida,

All Leaders- The Art of War: 103This GC is meant for people who have good computers and want a really long campaign. If that's not for you, play a different one, don't complain about this one.Abregad Rae,Adumar,Amrac,Bakura,Balmorra,Bastion,Bespin,Bilbringi,Bimmisaari,Bonadan,Borleais,Bothawui,Bpfassh,Byss,Carida,Cejansij,Chandrila,Chardaan,Chorax, Chrondre,Ciutric,Commenor,Corellia, Corulag,Coruscant,Crustai,Dagobah,Da Soocha V,Dathomir,Denon,Dolomar,Duro,Endor,Etti IV,Exocron,Farrfin,Filve,Fondor,Garos IV,Generis,Graveyard,Gravlex Med,Honoghr,Jomark, Kariek,Kashyyyk,Kauron,Kessel,Ketaris,Khomm,Kothlis,Kuat,Ord Mantell,Metellos,Mon Calamari,Morishim,Mrisst,Muunilinst,Myrkr,Nal Hutta,Nespis VIII,New Cov,Nirauan,Nkllon,Nzoth,Obroa Skai,Orinda,Ossus,Pakrik Minor,Pantolomin,Ord Pardron,Pesitiin,Poderis,Porus Vida,Qat Chrystac,Rishi,Sarvchi,Sluis Van,Svivren,Syca,Tangrene,Telos,The Maw,Thyferra,Trasi,Ukio,Umika,Wayland,Woostri,Wistril,Yag'Dhul,Yaga Minor,Yavin IV, Ylesia,Schysol,Riette,Hysperia,Hapes,Charubah,Terephon,Transitory Mists x3

Won't be long now until release, only about 5-7 days left. I'll let you guys and girls know when it's finally uploaded and ready for download where ever.

August 24, 2010:

Release Reschedule

The mod release schedule for the mod has changed slightly. The original plan was to just release it on the 26th, and then patch it as needed afterwards. However, we've decided that the release on the 26th will be done as an open beta, and just released on our forums in the Members Only section. Then, depending on what gets reported, between 4 and 6 days later we will be doing a full release of the mod. This allows us to get the mod to a slightly larger group of people than the 10-15 that have been testing it for the last month, and should allow us to catch any major errors we've missed before sending it to the public at large. It is confined to the Members Section of our forums because the people who download it should be posting any issues they find, and to do that, you need to be registered. It's free and it takes about 5 seconds though, so hopefully that isn't too big of a problem for anyone. If it is, just wait the four days.

One of the most common questions we get is about installation of the mod, so I'll address that now. The beta on our forums will be a zip file, and a little basic knowledge will be required to install the mod, but it will come with full instructions and any of the team would be willing to help with any problems. The full release of the mod, however, will be an installer.

As you can see, almost all of the cut content has been finished over the summer, and there's even been some additions. Right now, the only cut content is about 3 New Republic and Imperial Remnant ground units, the Ssi-Ruuvi minor faction, and Fall of the Republic.

Edited by Admiral Jamoking, 25 August 2010 - 07:01 AM.

Leader of the "Demise of the Empire," a mod for Empire at War: Forces of Corruption

The Thrawn's Revenge team just release some new amazing screenshots that you must absolutely see. This is another mod that is one of my most anticipated mods, and luckily it will be here very soon.

August 26, 2010:

Brand new space skirmish map featuring new gas giants, new planet textures made by Enceladus, new ice planet courtesy of Filo (FX Mod), new re-skinned snow asteroids, brand new ice asteroids as well as a brand new lazily floating snow particle.

Frozen Wastes Space Skirmish Map:

Leader of the "Demise of the Empire," a mod for Empire at War: Forces of Corruption

If you guessed Sidney Poitier, I'm sorry you're thinking of the film Guess Who's Coming to Dinner (Great film but nonetheless not related to Star Wars )

If you guessed the first full release of the Imperial Civil War mod by the Thrawn's Revenge team, you're RIGHT! Give yourself a pat on the back now....finished? Okay good and without further adieu Imperial Civil War v1.0.

Currently the mod is only uploaded to File Planet (not Filefront), but once other download locations become available I'll update this post ASAP.

UPDATE: Mod is now available for download on EAW Files as well.

This requires a fully patched installation of Star Wars: Empire at War: Forces of Corruption.

Main Features:-Conquer the galaxy as the Imperial Remnant, New Republic or Empire of the Hand.-Revamped tech and ship building systems.-8 new galactic conquest scenarios.-18 new skirmish maps.-Redone particles and effects.-Redone GUI

Moving ForwardThe mod is released, but we aren't finished just yet. Several of the team have decided we're going to stick around and continue to do whatever we can to improve the mod. This includes fixing bugs, expanding the Empire of the Hand with more units and structures, more skirmish maps, more varied GC scenarios, and general gameplay improvements, so we'll give you a quick look at what's coming in the near future.

If you want to see other units, or have other ideas for the mod, please post them in our discussion board on our forums. The aforementioned freighters, along with the Star Galleon, are going to be used for something else that will be explained later.

-The Thrawn's Revenge Team

Edited by Admiral Jamoking, 03 September 2010 - 03:37 AM.

Leader of the "Demise of the Empire," a mod for Empire at War: Forces of Corruption

I'm a little behind on posting this update from the TR team, so sorry for that. However, today...er...a few days ago TR brought us news of the planned patch 1.1, giving us a complete breakdown of what to expect in the future, including new units and structures (many which were not completed in time for the initial release, with the majority being for the Empire of the Hand faction), as well as more graphical enchantments.

From 10/11/10:

It's been just about over month since the first release of the mod, but we're not done yet. We said we'd release it at the end of the summer, and we did, but there's still more we want to do before we can call the project finished. My main modding computer went down about 3 days after release, and many of us have been settling into University so we haven't had much time so far, but things have been getting done.

First, I'll address the major issues people have reported. These aren't the general bugs, which we fix as they get reported; these are the experience-changing kinds of issues that make people not want to play a mod:

1. AISome people have said it's too hard, but we're ignoring them and addressing the people who said it was too easy. They're correct. Due to a few changes that were made, the galactic AI is less aggressive than it should be, and focuses a lot more on attacking the non-playable factions than the player, and it also doesn't upgrade starbases as much as it should. We're working to address this, and think we've got it figured out. Expect a much greater challenge in the future for GC. In skirmish some people have reported that the AI builds mines in some games but not in others, which we are looking into.

2. Executor-classThe most common discussions we've seen are about the Executors either being too strong or too weak. We're happy with where it is, except increasing the health of each hardpoint by about 25% and reducing the shield strength by a small bit, so any changes we make to it will be minimal. If you can't kill it, you're pretty much just doing it wrong.

In addition to fixing the issues that people have reported, we also intend to add and change many other features of the mod, including:

1. New Planet TexturesIf you pay attention to our forums or our Mod DB gallery, you will probably have seen the dozens of new high resolution planet skins Enceladus has been working on. He intends to make every planet in the mod as accurate and appealing as he can so you have something nice to look at while telling things to blow other things up. All of the new planet textures will be in patch 1.1. This also means that all of the Galactic Conquest maps will be re-done to feature the new planets as well as to fix some other details. Lower resolution versions of the new planet textures for the Galactic Conquest galaxy view will come in a later patch.

2. New and Improved Empire of the Hand Units and Structures.Another long term goal is to make the Empire of the Hand more complete and visually appealing. Almost every ship is being remodeled or altered in some way. Their rosters for land and space are being increased, and they will get their own space stations and space defense platforms as well. Pictures will be posted as we go, so keep an eye on our Members Only forum, or our Mod DB gallery for those.

3. Improved Models and SkinsMany older models and skins are being redone to be either more accurate or just better looking. For example, the E-Wing ingame is being replaced by the one made by Dr. Nick for Freeworlds: Tides of War (one of our affiliates who we are sharing some resources with). There is also a new model for the Imperial Star Destroyer.

5. New Skirmish MapsEnceladus has been taking the time to also add some new skirmish maps. At the moment he has created the Fiery Demise map. The number of new maps will depend on the amount of spare time he has to devote to creating new maps.

6. Improved Descriptions JLC has been working on improved descriptions for all units and heroes. These will hopefully help give a better idea of what each unit does.

Finally, people have commented the lack of a campaign in the mod. This is something we're not too concerned about. If people have suggestions for making the GCs more story-driven, we may look into that, but don't hold out for a full campaign, because we probably won't do it.

-Corey

Leader of the "Demise of the Empire," a mod for Empire at War: Forces of Corruption

I'm way over due on posting this update. My apologies, I had family matters to attend to at the time of this update.

From 11/04/10

Future Plans & Criticisms Addressed

This should give a better idea of the direction we want to take the project in in the near future, whether it's all addressed in patch 1.1, or more. We've already addressed the AI and SSD, so those won't be mentioned here.

The first two things really aren't criticisms, just technical issues that we apparently didn't address properly.

1. Every text entry is [MISSING]. Why?The mod is meant to be used on an English install, because we all speak English. If you speak another language, go into the mod's Data folder, then the Text folder, and change Mastertextfile_English.dat into whatever language your game is. The text will be in English, but it will at least be there. If you are fluent in both English and another language, and would like to translate the mod, please contact us by Pm or email at ThrawnsRevenge@gmail.com . That is one thing we certainly can't do ourselves.

2. I have the game on Steam, and am having trouble installing it.Can you help me?We can. Click here for the instructions.

Now, for actual complaints and questions people brought up. These are drawn from public posts in both the English and German communities, on our MDB profile, forums, EaW Files news and download pages, and a thread about us on Steiner Modding Group's forums. If you have a different issue, and it isn't addressed here, please bring it up on our forums and we will address it.

1. Autoresolve sucks.We know. My mistake. We know what's wrong, and it's being fixed. Autoresolve is always going to be kind of sketchy because it's based on a bunch of stupid parameters, but it will be at least as reasonable as it is in EaW.

2. The mod lags when I play as or against the Empire of the Hand, or when K-Wings are on the screen.The Clawcraft is rather high poly, which is enough to cause many computers to lag when large numbers are on screen. This will be addressed. The K-wing has a shadow mesh that is extremely high poly, so even the best computers will probably lag with it. This has already been fixed, and will be in the patch.

3. The game is different and doesn't play exactly the same way it used to. I can't just bomber spam and win.Thank you. Goal achieved.

4. My ships are blind. They can only see a few hundred meters.Visual ranges have been greatly increased on all ships.

5. Are you going to do more eras? Probably not. We're happy to continue improving and adding on to what we have now, but there's really no other eras we could add as far as the scope of the mod goes, keeping the same factions. Anything else, if we do it, would not be under the Imperial Civil War name, at least.

6. Not every map was replaced, some vanilla ones remain, and some planets share maps.There's 120 planets in the mod, and 65 new ground maps. Mapping is extraordinarily time consuming, with each one taking around 15-20 hours, depending on type and specifications. We work on them as we have the chance, but really, there's always going to be some duplicates, unless we get a bunch of help with that.

7. FX are good, but they came from the FX mod.FX mod was started out of Thrawn's Revenge. The particles came from TR and went to FX. Both mods are made by more or less the same people.

8. Every reinforcement point give you a unit capacity of 10 right off the bat.This was a conscious decision based on personal preference, and we're open to discussion on it. The way we saw it, the RPs are useful for getting different places to bring down units, and making you run around the map to capture them every battle isn't fun. Again, open to discussion.

9. Little unit diversity.The goal of the mod isn't to throw in every possible unit, regardless of whether or not the role is filled. We'll do what we can to diversify the Imperial leaders a bit more, but as far as the space aspect of the IR and Nr are concerned, we're happy with what we have. They'll get a few more units, but not many. The Empire of the Hand is certainly a work in progress though, so they don't have the same diversity yet, but we're working on it.

10. No campaign/tech progression is just kill one person and move on.We never promised a campaign, for one thing. Campaigns are a lot of work, and when the people who'd be making it are the same ones who make the art assets, it gets pushed really far aside. If people had suggestions or wanted to help make a good one, then please, post them. As for the GC progression system, we don't see anything else that could be done with it to make it more story driven without removing the sandbox aspect of it. We don't want to force the player to follow the Star Wars timeline in the Galactic Conquest mode, unless we made one specifically for that purpose. If you have ideas for random events and missions, and/or can help put them in, then please contact us.

11. Some stuff looks terrible, especially with the Empire of the Hand. I expect more from 4 years of development.We know. We make our own stuff, and started off just learning for the mod. So a lot of the time was spent redoing old stuff, which is what we're doing now to bring everything up to a higher standard. The majority of the art work in the mod was done by 3-4 people who had no previous experience, and we barely used any outside content, which is where the four years went. We also had major restructuring done, and were working on more than one thing at once.

We'd like to welcome Med8r back to the team as a mapper, and The Farseer onto the team as a modeler/skinner/rigger. You can see some of Med8r's maps in the mod (Exocron, for example). You may know of Farseer's Rise of the Mandalorians mod. The new Chaf and Phalanx skins shown here are by him, the models and new designs are by Corey, with the basic Chaf shape being by Valiyn.

We're also in a resource sharing agreement with the mod Freeworld: Tides of War for Freelancer. Both mods give each other resources, and some of us work on both mods as well. The E-Wing model has been donated by them, as has the Neutron Star Freighter model.

If you have any further complaints or suggestions that you think we should address in the future, please visit our forums.

The TR mod team has also released a slew of images as of late so take a quick gander at them.

Into the Red:

Arctic Approach:

Shameless Advertising:

Miy'til Fighter:

A9 Vigilance:

Plasma Mortar:

Defender Starfighter:

Phalanx Under Fire:

Galactic Denon and GUI:

Hapan Assault:

Leader of the "Demise of the Empire," a mod for Empire at War: Forces of Corruption

This requires a fully patched installation of Star Wars: Empire at War: Forces of Corruption. Uninstall all previous versions of Imperial Civil War before installing.

...For Those New to Imperial Civil War...New Era-Based Tech SystemPlay as the New Republic, Imperial Remnant or Empire of the HandConquer Hostile Non-Playable Factions, Including the Hapans and Yevethans10 New Galactic Conquests Scenarios18 New Skirmish MapsOver 60 New Planetary Maps for GCOver 100 New Space Maps for GCRedone Particle Effects and GUI

...Major Changes in 1.3...A New Tutorial GC Introducing the Gameplay of Thrawn's Revenge2 New Galactic Conquests9 Completely Redone Units 10 New UnitsBonuses for Capturing Planets6 New Planet Maps for GCHundreds of Changes and Fixes[Click Here for a Full List of Changes]

We're looking for a modeler and texture artist to help with 1.4, so if you're interested in the either or both positions please email ThrawnsRevenge@gmail.com . We also need a German translator, so if you're interested in that position, email the same address.